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Everything posted by Slastraf
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Hello Basically I want to draw have an image in the scene behind everything, but I need to have wireframe enabled. So I cant just place a face with a texture and put it behind. The skybox is also rendered in wireframe mode. So I need to have an Image Drawn before everything renders but this is impossible because I believe every pixel has a color value to it which renders over the drawn image. I also saw a thread (I think in c++) before about a similar problem from about 2014, and it said that there could be a feature for this implemented soon. So is there a feature for this ? Or a workaround ? In this photoshopped picture you can see that Leadwerks is visible but behind everything.
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would lead to much less users so it is probably upgradeable
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New ideas for the Monthly Script Challenge
Slastraf replied to Thirsty Panther's topic in Programming
Easy Dev pack, includes textures, small maps and shaders for prototyping a game. red green and blue tile textures map to test out ai, character controller physics and scripts Simulation levels, with real physics and real scales (normal) for making realistic maps , also with good starter lightning tester character model which looks like the one from unreal engine , with animations more ?? -
same
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New ideas for the Monthly Script Challenge
Slastraf replied to Thirsty Panther's topic in Programming
dynamic music manager ( different envo's diferent music) interacteable traps for enemies climbable turrets ( hl2 style :https://www.youtube.com/watch?v=7vS4hP6z9oE , best video I could find but I think we all know about it) Flying objects ( Drone perhaps, or plane) -
Its the same script as here, it performs AABB http://www.leadwerks.com/werkspace/blog/1/entry-1671-building-the-turret-ai/ but at the first line I added if extra.script.target == nil then because the method would be called too often resulting in a crash, if multiple enemies are nearby
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I have a few turrets and some enemies just with health and the walk in a circle. http://pasteboard.co/LnHZqB1OU.gif As one can see from the gif , when one turret is in the scene it is turning smoothly. But when multiple ones are spawned, they only update once in a while. The line uses Point() and looks like this : if self.target then self.entity:Point(self.target.entity,2,Time:GetSpeed()*0.1) end How can i fix / optimize this ? The gif is (only) 6 mb but it takes long to load, sorry for this.
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Hello, I have a muzzle pivot and the Projectile script attached to it. self.muzzle.script.enabled = true When I call this while clicking the Mouse, the game crashes without warning. I dont know how to use the Projectile script, is it intentionally a prefab ?
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When I fill a table with grid prefabs, I have two for loops in each other and this: table.insert(grid,gridPfb) System:Print(#grid) (#grid is the length of the table) It prints 100 times, each time its bigger,, because its being filled. But when I want to acces it from an other script , yes its a global table, like this: System:Print("STARTGRID : "..tostring(grid[1])) I get this in Output: STARTGRID : nil What could it be and how to fix it ? The length in runtime is also zero.
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I have got this Astar script, that I want to use again. https://github.com/lattejed/a-star-lua/blob/master/a-star.lua But I dont know how I managed to do it, the import itself works with import"Scripts/Astar.lua" but I get an error at the line 7 of the Astar script, : module ( "astar", package.seeall ) I dont know what I did to do to make this work, can anyone help ?
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Also, rendering a pixel only if it is the range of the glass, if anyone knows
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Leadwerks Winter Games Tournament 2016
Slastraf commented on Admin's blog entry in Ultra Software Company Blog
got my hoodie just today, definetly will make a game -
Top Sellers in the Leadwerks Workshop Store
Slastraf commented on Josh's blog entry in Development Blog
quality>price -
Leadwerks Summer Games 2016 Roundup
Slastraf commented on Admin's blog entry in Ultra Software Company Blog
"psychadelic first-person jumping experience" haha nice -
closing this thread thanks to Crazycarpet
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http://pastebin.com/gpEi39ab this script will make a level with boxes, and spawns a camera with : http://www.leadwerks.com/werkspace/topic/14615-spectator-camera/ this script attached. When you press the E key, it will generate a new level Everything should make no error, but there is a problem. The "player" spawns in the middle of the level , (most of the time) and once I even had some blocks with no colission at all. The level is generated towards any directiom (-x,x,y,-y...) but mostly not in the direction the player is facing, which makes even more problems. I have no idea at all why these things happen. Maybe the solution is easy but I dont see it.
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How to generate random x value from a given Seed ?
Slastraf replied to Slastraf's topic in Programming
function Script:Start() math.randomseed(tostring(self:MakeRndSeed())) for n = 0, 15 do num = math.random(9) System:Print(num) end end function Script:MakeRndSeed() local seed = 1 seed = Math:Random(1,9) seed = seed*10000000000 return Math:Round(seed) end I have this now. The MakeRndSeed just makes a random number , but its always the same at the start of the program. I need to find a way around it fast now. Maybe I will just let the player put a random number in a textfield, or let him press a button during runtime and from the runtime in millisecs make the seed actually random- 5 replies
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- procedual
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I want to know how to do that in lua.
- 5 replies
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Draw a minimap by hand yourself, then put it in the top right . Then you should only apply the area of the minimap where the player currently is . I dont exactly know how to do that but you would need to make your own method that only renders the pixels needed. Then you get some points of your actual map ( top right and bottom left for ex.) and from their x and y coordinates you calculate the values where the player is on the minimap. That shouldnt be too hard to make. I have explained it as short as possible, you can ask me again in Detail
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Model editor artifacts [Linux]
Slastraf replied to bkornienko's topic in Leadwerks Engine Bug Reports
try rescaling the model in tools->resize , i dont see from the screenshot if the model itself is not formed properly -
A year has passed, time for an other update. Exspecially in the last weeks, I have been thinking and working onmy Game for long hours. yay ! A Video from exactly a year ago shows the early Game functions which no longer will be as they are in the final game, unfortunately. (Youtube: Slastraf) Today I am focusing on Game Art, not as much as -programming , just because when I got into making Games, I started off and like to work with 3D programs such as Blender or Designing Levels with the built in Editor. So I needed to compromise and make my Game visually looking better and make the Player interact more with the surroundings , and less with things that are time intensive to program (Mirrors Edge's FPSplayer or something like huge RPG games). I have read somewhere that Games in general are more interesting and fun to play , if one has lots of decisions to make.. Looking at that, it took a while for me to think of an Point-and-click style adventure game, where the Player is able to visit much and different areas of the deadly Surface of the Planet. But not only did I want the Player to be on the surface, but be in an Underground Vault-style Construction, and fight enemies that are lurking inside of it. (Theres going to two boss fights in 3D and also the mentioned 2.5D , but later more.) (WIP) These both Style of Games added up , lead to the Story. In late 2014 I first modeled a poor looking Space Station (Yes, I originally wanted to make a space Game) which was part of a Game where the player could flee in a capsule to the nearby Planet. Now I taught I will start the Game right where the protagonist does A crash Landing on the Surface. The main Objective is now , to find a way to survive the conditions of the Planet, since it has much Gravitation, less atmospheric pressure, and temperature (extreme long hot days, cold nights). I dont want to start talking about the over agressive hunter animals (Bosses). Of course you are not the only one to crash on the surface, you are able to get main Gear from the evil alien race Survivor, I have already modeled the Laser Blaster, but theres going to be a Blaster Pistol, and a multifunctional , hand-attachable Taser, which generates a holographic protective shield . Only the latter will be available on the Surface to fight the boss, and in the later Game theres gun battles between Inhabitants, inside the Underground construction. All things Planned so far: Coast area, (will be big part of the plot , but I dont want to spoiler) Cliff area,(Crash site) Forest area,(First casual fight) Swamp area( First jumbo Monster boss fight ,, no spoiler ) Interior maps of Underground Construction Things I am thinking of possibly putting in the game: Abandoned Small city Long Road in Desert I am looking forward to extend my knowledge, Make 3D Assets, and Share my game Some more WIP: Skyboxes By chrisV, thank you ! Crash Capsule: Blaster Gun ( Am going to Upload timelapse on my Youtube Channel soon) Cliff area:
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Any blender or fbx "player weapon" models available
Slastraf replied to blueapples's topic in Game Artwork
Why would you not make your own animation ? I see you already made the 3d Model, and a fishing rod throwing animation is not that hard to make. -
Modeled some Models for Dead Shore : (notice the bottom 3 screenshots)